Torque3D/Engine/source/gui/core
2018-09-15 20:19:57 -05:00
..
guiArrayCtrl.cpp Input event changes 2013-01-22 18:17:41 -05:00
guiArrayCtrl.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiCanvas.cpp Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
guiCanvas.h Stabilizes the add/remove behavior of menubars by also tracking the modeless background control the menubars use for proper cleanup as well. 2018-02-08 16:00:11 -06:00
guiControl.cpp Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
guiControl.h canvas -- Added a way for a child control to handle an event but still have GuiCanvas::processInputEvent() return false, therefore allowing the event to also be handled by the ActionMap. (see DemoGame::processInputEvent()) . Also added methods for clearing "down" status of mouse buttons in cases where ActionMap grabs the mouse for dragging and masks the up events from GuiCanvas. 2017-07-26 22:20:43 +01:00
guiDefaultControlRender.cpp Issue found with PVS-Studio: 2015-07-13 22:51:17 -05:00
guiDefaultControlRender.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiOffscreenCanvas.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
guiOffscreenCanvas.h Update guiOffscreenCanvas.h 2016-11-22 16:20:18 +01:00
guiScriptNotifyControl.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiScriptNotifyControl.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiTypes.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
guiTypes.h Update guiTypes.h 2016-02-18 23:32:19 +01:00